I've been building an iOS 3D Engine for the last few months in C++. Of course a game is also being built. But that will have to wait until the 3D artwork is ready.
Here are some features of the engine:
- written primarily in C++ and Neon assembly language where necessary
- uses angelscript for the scripting
- custom C++ Maya plugin exporters
- supports OpenGL ES 2.0, support for 3.0 and Metal coming at a later date
- heavily multi threaded including a multi threaded renderer
- uses Entity Component System (ECS) for entity management
- has material scripting language support similar to DirectX .fx files
- uses data driven design approach that lets designers create particle systems, materials and entities from scratch
with no or very minimal programmer involvement
- supports CPU based animation skinning with blend layers (GPU based support coming)
- support for CPU\GPU instancing
- support for CPU\GPU occlusion tests
- ability to use different custom memory managers, even in the same C++ file
- robust collision detection system
- support for cascaded shadow mapping optimized for mobile devices.
- robust resource management system
- robust particle system manager with scripting component to allow designers to script custom particle effects
- custom C++ level editor (Windows only unfortunately for the time being)
- ability to plugin custom scene managers and renderers
Of course there are many more features and you can see the progress at:
https://www.youtube.com/user/venumspydersI'll also post some images of some sample concept art and a rough 3D model in another post